So with the source code de-compiled and modders going crazy, how realistically possible is it for somebody to make a mod where link can use a straight up semi automatic handgun? Can they make custom scripts and animations enough to do that?
Asking for 6 year old me.
Can we mod Link to be John Marston and make him a gunslinger with a revolver?
Do you know C?
Hardly knew 'er!
No but you can turn him into a pickle. Funniest shit I've ever seen.
PICKLE LINK!
I would love to recreate that Halo mod from (15 years ago now or so, no shit) in the Ship of Harkinian, imagine a full-on deathmatch in Hyrule Field
can we mod Black folk into the game? thanks
this. replace Link's model with Deborah Wilson
No, no, no. Replace darunia's model with her kek
Typically I really don't care about these kind of things. It didn't bother me in Amazon's LotR, I thought it was just kind of funny.
But seeing black NPC's in Kakariko Village in Cadence of Hyrule completely threw me.
Forced diversity has never come close to feeling so wrong to me, not even even they get wrong color actors to play real people. They don't belong in Hyrule under any circumstances and I can't really explain why it's so much worse there but it is.
>black people can't exist in a fantasy video game that has no culture defined, nooooooooooo
I guess you just close your eyes for all the Gerudo portions?
Gerudo are not from hyrule and are not hyrulians.
yeah but you're missing the fact it's a fantasy video game and that Hyrule has never had a defined culture. And somehow you have a problem with just a black skin color and not the gerudos lol. Makes no sense, just trying to fit in with le hi/v/emind
Black hylians wasnt a thing until botw/totk and those games are shit and dont count
it already has them, you need to get the Longshot from the Water Temple and cross the broken bridge
Could you just take a bow or slingshot, increase the speed of the animation and projectile, and then replace the model and projectiles with a gun and bullets?
Yes
This, also increase the damage and add infinity ammo
Source code = whatever u want(if you can recompile it)
it would be cool to add in stuff like laser swords and shot guns
12 year old me needs a dating sim mod
I NEED to date ruto
This + hidden guns around the world would be fricking kino
This. I want those cut dating sim mechanics of legend. There was an anon who was working on that very thing, but last I tried it I wasn't able to actually trigger the date and I haven't seen him around since.
what anon
He didn't really have a name, he was just an anon. He'd post screenshots and made a video, but I don't have them on hand.
shame, if you remember any info like a date it would help a lot finding it on the archive.
why do you guys have to defile everything good? troony?
Literally only trannies and puritan tards whine about mods. If you can't handle something like that you really do not belong here.
I'm talking about sexualizing a children's game, you frick. You're defiling a part of our childhood with your mental sickness.
If wanting to frick malon is a mental sickness ill take pride in that
>childhood me spent ages trying things I read on the internet to make malon nude
I don't think you were a child back then.
you're a loser
False.
Blame Nintendo and Ruto for doing it to me.
Black person link has like four girlfriends in the game what are you talking about
Assuming we're thinking of the same mod, that one was (is? I don't know if it's been updated) focused on sidequests in general, not the dates themselves. The dates themselves ARE sidequests, iirc they all reward you with heart pieces.
The wait for the in-engine OOT dating sim continues.
any more pics?
Bro you can just look up porn bro. You don't gotta beg for polygons like its 96.
Some people will enjoy a specific type of porn or want to jerk off to something in particular sometimes. It's completely normal, low polygons can be hot as hell.
This is the only other one.
hot
>tfw no Ruto dungeon in the Minish Cap
You had ONE job Capcom. ONE JOB.
Not the anon in question but the sidequest mod hit a wall due to the PC port being hell to work with, scripting is difficult in it due to endless differences with the regular source code and SoH offering basically zero documentation of what they are. I remember anon saying it'd be 10x easier to just hack the rom since the code's readable. His thread on the SoH discord (along with custom quest stuff in general) is basically dead unfortunately. But he is still doing OOT stuff:
https://www.youtube.com/@Chromeless12
That'd explain why I hardly see anything being done with the decomp. Hopefully it all evens out sooner or later.
The idea behind things right now is they want to streamline things so all the modding is piss easy, which in terms of replacing models and textures it now is, but anything involving scripting is still a nightmare. It is moving along but in a jank way, it should be feasible soon enough.
I doubt it will. SoH would have to show their work and they'd rather add features themselves + work on the MM port.
a shame.
Imagine if OOT had dating mechanics. Every 3D action game would have to follow suit too.
If you got a glitched build, that was probably because there was a point where I updated the code to include new SoH features that broke a bunch of things and forced me to rewrite stuff. But dating Ruto should fully work in any of the latest builds.
To avoid that happening again I'll release the next build without trying to incorporate the latest dev, and then add code from that if things seem stable.
OoT has kind of a unique situation (along with things like DQV) where you interact with various girls who are interested in you as a child, and also get different perspectives on things by being about to explore the world after growing up and also through traveling back in time. Because of this and because of the various ways you get to connect with and interact with the characters you can do more creative things than have linear 'routes' where you mostly just select dialogue options and such.
Ok you guys have summoned me.
The main reason I haven't done work on girl related things for a while is that:
a) Most of my work in recent months has revolved around modifying enemies and bosses, with the aim of creating an alternate difficulty and ultimately a kind of 'new Master Quest' which turns dungeons into something closer to enemy gauntlets. This has always been the main focus of the project since the beginning, and I'm just now close to finishing the major AI modifications I've wanted to.
b) I can't easily add new scenes or alter cutscenes in SoH, which prevents me from pulling off the more ambitious things I'd want to do and is why I haven't done anything with Zelda specifically yet. Otherwise I'd be doing things like having a bunch of interactions and how you went about them affect what special cutscene you might get at the end focusing on a particular girl etc. there are already things like 'cross interactions' between the characters implemented, like Saria can discover that you're going out with Ruto and that can affect her perception of you
I do want to put more work into this, since I know people want it (and nobody else seems to be attempting anything like it), but understand it's one part of a larger project involving many different aspects where I'm ultimately aiming to turn OoT into basically what I wish it was when I first played it. Right now the working title is the "OoT: S Edition Project", which I'll be using from the next update on.
I've really liked the stuff you've done so far, especially the cute little things like the kokiri forest fish quest, hope SoH gets a little easier to deal with soon and you can keep it up!
fricking awesome in all respects, people like you are single-handedly keeping my love for Zelda alive.
I hope to try a hack myself one day when there's good tools for it.
nice, where can i follow your stuff?
Like
pointed out, my youtube channel for this is https://www.youtube.com/@Chromeless12
I'll be putting out new announcements for things shortly and hopefully they'll be something released around Christmas.
You have to be 18+ to post here
Look at this devoid of fun homosexual
Childlike wonder is a foreign concept to this one
Link and enemies have already been given new mechanics, so 100% yes.
Theres a shotgun mod for mario 64, so very likely
With source code literally anything is possible if people care enough.
To frame this for normies and zoomers think of code decompilations as opening up Unity or Unreal Engine and having access to Ocarina of Time as a project that you can replace any asset, model, animation, piece of code, whatever you want and compile it as a new game. You could literally make pic related given enough time/autism.
Dual thumbstick support? Mouse support?
Totally possible, the Mario 64 PC port has a completely different camera system.
>mouse support
Why the frick you would want that? You can get a controller for 15 bucks
In case you play a fps version of the game. Mario 64 had one where Mario has a gun.
Not only possible, but it's already implemented.
I'm pretty sure only morons don't know how big a decomplication is.
It shouldn't be too hard to make the hookshot fire projectiles
Someone should put the grunty fights from banjo kazooie/tooie in
>source code de-compiled
i dont speak tech illiterate what is the moron trying to say?
Compiled code is basically machine code. Which means it's unreadable by humans and meant for the computer to run things.
Decompiling code means you managed to convert unreadable machine code into human readable code.
Which means you now have code you can properly write in and alter before compiling and running it again.
on moloch you peak dunning krueger moron did i ever ask what any of those things mean? decompiled code is not human readable unless you have debug symbols at compile time either you fricking ape
You seem extremely moronic so I'll leave you to it.
if anything i said is wrong then feel free to deboonk it you larping homosexual
Huff my ballsack Black person
case in point
jesus, just when you think you found the dumbest post on Ganker someone swoops in and steals the trophy
>invokes a god of child sacrifice
>is a fricking moron
>slips in his own piss and shit
You love to see it.
and why did this take 25 years to do again?
Idk numbers are big or something
They had to reverse engineer the entire code and there wasn't enough people interested since it was a big job
Do you know what a decompilation is, anon
uhhhhmmmm.... no?
>frogposter
>moronic
It's translating the game's assembly code from the ground up into C programming language or a specific language of the decompilation team's choice.
and that takes 2 decades on one of the most known and beloved games with a massive fanbase, why?
Why are people do obsessed with this game? Yeah, it was good when we were like 8. Its been 20+ years...
Peak soul video games have ever achieved, plus its still fun to play if you arent an adhd zoomie
>Dude, what if we alter Nintendo's vision for the game?
Frick off, Snoy. Go back to your brown people tier games like GTA
Snoy? For a PC port? Are you moronic?
Nice, the xbox 360, ps2, ps3 and ps4 ports must be coming soon
Is this possible? I know Mario 64 has a port for these consoles but I don't know
It's very possible but the Zelda fandom doesn't have even a fraction of the autism that Mario 64 has so not as much cool novelty stuff gets done. There's at least a switch/WiiU port iirc
>the Zelda fandom doesn't have even a fraction of the autism that Mario 64 has
It's not that, so much as the fact that making a Zelda dungeon is a lot less... I'm not going to say it's necessarily directly harder, good platforming is tough as breasts. But a lot of possible stumbling blocks can be made up for just by understanding the basic physical properties of Mario. If you know how far he can comfortably jump, how high his highest jump options are, and so on, you can fairly easily use them to craft the basic shape of a level and create the flow of movement and exploration you want.
But there aren't a lot of "standard units" like that in Zelda's puzzle design. There's no hard rules to how to ensure the logic of a puzzle is communicated clearly, the player knows all the moving parts, etc. Much less how these puzzles should interlock with one another throughout the dungeon and interact with an arsenal of items the creator would also be expected to make at least some of fresh.
The best romhacks unfortunately still have to do what Master Quest did and make it a game of where's Waldo with switches, torches, whatever since they have a limited pool of assets to work with.
A great thing about the decomp is that now people can at least program their own entire puzzles.
Yeah, I appreciate the spirit of trying to make more complex puzzle logic out of the pieces that are present, and it does work. Basic binary puzzles like finding what combination of switches to trip, maybe with some complications like a timer, are a great step up from OOT in complexity and still feasible to make in a romhack.
I just can't wait for more involved, fully featured dungeons.
A better way I would put it:
The only skill you need to make a good Mario 64 rom hack is mapping.
The skills you need to make a good Zelda rom hack is mapping AND programming.
Puzzles are going to need programming for triggers, enemy events, and camera work. Major story triggers are going to need to be monitored with custom code (unless you get hacky and manipulate the game's existing events).
Also, Mario 64 has a more mature toolset. We had Toad's Tool originally to make a map, and now people have Blender addons that do everything.
As soon as someone makes a Trenchbroom or Blender addon or something that allows for not only map creation but also event handling without any programming, the floodgates are going to break open with Zelda rom hacks.
That too. The fact that the programming is still firmly programming and hasn't been at least partly abstracted is what prevents anything more complicated than placing npcs with custom scripts here and there.
This is the big one. I'm also surprised there weren't many Zelda 1 hacks a few years back when I looked around for some. Making puzzles and dungeons takes some extra effort, never mind making original bosses which really takes time, and OoT will likely take years if not decades to get to that point, PC port be damned.
Look up "Zelda Classic", it was an unofficial PC port of Zelda 1 way back in the day. It had a fairly robust map maker and scripting language for it, so there are a ton of custom games for it.
I'm guessing Zelda 1 doesn't have many rom hacks because people went the path of least resistance and just used Zelda Classic.
I know about ZC, and good point. But SMBX for example never stopped traditional rom hacks from being made. But again, designing a Zelda dungeon doesn't compare to making a basic Mario level you can complete in two minutes.
SMBX is based off SMB3, I don't see too many SMB3 rom hacks out there.
There are a ton of SMW rom hacks, that's due to an easy toolset that is Lunar Magic.
I'll say it again, if an easy to use map maker and scripting language is ever made for OoT, the floodgates will burst open with Zelda rom hacks. Zelda dungeons may be difficult to design, but that hasn't stopped amateurs before.
Also, personal anecdote of SMBX. The physics felt off to me when I played it, so I never got into it.
There's an LttP-like game editor called Solarus. I used to make Zelda Classic quests, so I thought this would be great. I quit as soon as I played it and the physics and collision felt wonky.
I'm not big into fan reproductions, because unless you nail the physics, I'm not going to play it due to feeling "off".
Mario 3 romhacks actually were popular in the early days of the internet, Mario Adventure being the most famous. One rom site I used to use in the early 2000s always included a bunch of romhacks zipped up with any particular game you grabbed, Mario 3 and Sonic 2 were some of the most bloated with hacks I remember. SMW definitely took its crown by the mid-2000s though and I'm sure all the hacking tools helped.
The level editors for Zelda games are shit. ZC has a very elaborate editor. It's one reason why there are a lot of MUGEN characters and stages but almost no fighting game hacks. The SMB3 editors are also somewhat terrible. There are better level editors for games that people don't play, lol.
It's all already very possible, Zelda Indigo has new dungeons, enemies and bosses and its creator even put together a series of tutorials of how to work with the decomp's code: https://www.youtube.com/watch?v=L9qYXPegeHU&list=PLXrU-ldZwy9WdEaJG0YWsSP0kIG-qxwfU
The fact that you need to look at code at all I'm sure is filtering a lot of people, as you said. I can't see the OOT scene ever not being a total mess with projects excusive to a romhack and projects exclusive to the PC port down the line, I doubt they'll ever achieve any kind of parity.
>There's no hard rules to how to ensure the logic of a puzzle is communicated clearly, the player knows all the moving parts, etc.
I got permanently stuck in Moonlit Grotto because I didn't know the thing could shoot diagonally
and that was an actual Zelda game before patches etc were even a thing
a mod is free and can be patched
How do these projects happen? How can they just take a have and just reverse engineer the entire thing to get the source code?
>they don't bring a gun when they use the going into games machine
I bet you don't even play some Fat Joe when you're shooting redeads and octoroks.
people have already made romhacks with completely custom items, so I don't see why not
Possible? Yes.
Feasible? Depends on how much time/autism you have.
shouldve learned to nose breathe before making this post you subhuman ape
What would you add to the game?
>cucco lady rewards you with sex instead of a bottle
Ill do ya one better
>cucco lady rewards you with sex AND a bottle
Not
>a bottle of fresh milk
moron.
I mean this is on an earlier version of the same engine, depends if someone wants to go through the same trouble.
someone could make an actual eroge out of oot
imagine....
i wish
I still want a map editor and an actor editor for NPC's or enemies.
With Perfect Dark and OOT source codes ... take the OOT temple maps and turn them into death match maps.
>modders going crazy
what interesting things have they been doing?
People are literally working on mods like this and they're not difficult to find
Is that walter white
How? I have to hope someone posts a channel here and then try to remember it since there's no dedicated site that everyone uses like with Mario 64.
someone modded a super shotgun into sm64,i imagine it will eventually be a thing
I tried playing that on my actual N64 but the shotgun is L so it's kind of shit to actually play
remake wand of gamelon and faces of evil into one cohesive game
>ship of troony
IT'S ME, ZELDA ON THE PS2!
>OOT is finally decompiled
>the code is so fricking spaghetti that modders haven't even attempted to do anything fun with it
LOL
time to re-write the code from the bottom up
The OOT code is actually super clean and modders have been doing a frickload with it, like Zelda Indigo most recently. It's the PC port that has unreadable spaghetti code.
Shotgun Mario was doable from scratch. OoT has enough pre-existing assets to make this a cinch, at least theoretically.
>clone/replace the Bow or Slingshot
>use Link's animations for the Hookshot instead of the Bow/Slingshot
>make the projectile much faster than Slingshot seeds/Arrows (and probably much stronger)
Shit of Harkinian is a disgrace. Their use of CD-i characters and memes for their branding and promotion should've been a tip-off, in retrospect.
Memey branding/promotion would be totally fine were the tone it took not so high and mighty. "We know what we're doing, we'll do what we want, you're just plebeians" is such an annoying attitude for amateur devs to take. Your popularity is not because of the objective quality of your product, but how well you respond to your fans. The more they perceive you as fulfilling their desire, the more they will support you. Not rocket science. Dumbasses.
It doesn't help that they had this attitude when the objective quality of their project was garbage, the early versions were such utter trash with broken map displays, disappearing floors, glitched out animations and god knows what that you couldn't even beat the game. It was only wrangled together to be decent with updates, largely from the community and not the core team. If SoH wasn't open source it would have been an unholy trainwreck, they have little to be condescending about.
>Their use of CD-i characters and memes for their branding and promotion should've been a tip-off, in retrospect.
I was gonna say this to
, it's clear they wanna use this port to sell themselves, if that one showcase with 80% skits (And that's being generous, I think it was higher) and very little time spent on showing the new features keyed me in on where the PC port was going, nowhere.
I found it all very performative. It makes me feel like they knew their position with the people was tenuous and since they couldn't stake it on their (nonexistent) coding and creative skills, they had to stake it on memes and acting generally "nice". So once again, memes are fine if you have something to back them up.
When's MM?
But yes they can probably do that there's already Mario 64 but with a shotgun this doesn't seem that far off from that.
i want to see what happens tp N64 games with raytracing.
>actual shadows
>reflections
>real lights
i think it would look neat.
OoT actually already has dynamic lighting and reflections but they're only used for specific instances for example poe spirits after defeated and Dark Link's room
>ZELDA 3D trannies still playing their troony side slop
>meanwhile I'm enjoying classics like panolopy of calatia
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Could the code be sanitised and used to make a legally original game?
Yes, all you need is all custom assets and a new script similarly to FreeDOOM